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Reinforcement Learning. Russell and Norvig: ch 21 CMSC 671 – Fall 2005. Slides from Jean-Claude Latombe and Lise Getoor. Reinforcement Learning. Supervised (inductive) learning is the simplest and most studied type of learning
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Reinforcement Learning Russell and Norvig: ch 21 CMSC 671 – Fall 2005 Slides from Jean-Claude Latombe and Lise Getoor
Reinforcement Learning • Supervised (inductive) learning is the simplest and most studied type of learning • How can an agent learn behaviors when it doesn’t have a teacher to tell it how to perform? • The agent has a task to perform • It takes some actions in the world • At some later point, it gets feedback telling it how well it did on performing the task • The agent performs the same task over and over again • This problem is called reinforcement learning: • The agent gets positive reinforcement for tasks done well • The agent gets negative reinforcement for tasks done poorly
Reinforcement Learning (cont.) • The goal is to get the agent to act in the world so as to maximize its rewards • The agent has to figure out what it did that made it get the reward/punishment • This is known as the credit assignment problem • Reinforcement learning approaches can be used to train computers to do many tasks • backgammon and chess playing • job shop scheduling • controlling robot limbs
Reinforcement learning on the web • Nifty applets: • for blackjack • for robot motion • for a pendulum controller
Formalization • Given: • a state space S • a set of actions a1, …, ak • reward value at the end of each trial (may be positive or negative) • Output: • a mapping from states to actions example: Alvinn (driving agent) state: configuration of the car learn a steering action for each state
Accessible or observable state Reactive Agent Algorithm Repeat: • s sensed state • If s is terminal then exit • a choose action (given s) • Perform a
+1 3 -1 2 1 1 2 3 4 Policy (Reactive/Closed-Loop Strategy) • A policy P is a complete mapping from states to actions
Reactive Agent Algorithm Repeat: • s sensed state • If s is terminal then exit • aP(s) • Perform a
Approaches • Learn policy directly– function mapping from states to actions • Learn utility values for states (i.e., the value function)
Value Function • The agent knows what state it is in • The agent has a number of actions it can perform in each state. • Initially, it doesn't know the value of any of the states • If the outcome of performing an action at a state is deterministic, then the agent can update the utility value U() of states: • U(oldstate) = reward + U(newstate) • The agent learns the utility values of states as it works its way through the state space
Exploration • The agent may occasionally choose to explore suboptimal moves in the hopes of finding better outcomes • Only by visiting all the states frequently enough can we guarantee learning the true values of all the states • A discount factor is often introduced to prevent utility values from diverging and to promote the use of shorter (more efficient) sequences of actions to attain rewards • The update equation using a discount factor is: • U(oldstate) = reward + * U(newstate) • Normally, is set between 0 and 1
Q-Learning • Q-learning augments value iteration by maintaining an estimated utility value Q(s,a) for every action at every state • The utility of a state U(s), or Q(s), is simply the maximum Q value over all the possible actions at that state • Learns utilities of actions (not states) model-free learning
Q-Learning • foreach state s foreach action a Q(s,a)=0 s=currentstate do forever a = select an action do action a r = reward from doing a t = resulting state from doing a Q(s,a) = (1 – ) Q(s,a) + (r + Q(t)) s = t • The learning coefficient, , determines how quickly our estimates are updated • Normally, is set to a small positive constant less than 1
stuck in a rut try a shortcut – you might get lost; you might learn a new, quicker route! Selecting an Action • Simply choose action with highest (current) expected utility? • Problem: each action has two effects • yields a reward (or penalty) on current sequence • information is received and used in learning for future sequences • Trade-off: immediate good for long-term well-being
Exploration policy • Wacky approach (exploration): act randomly in hopes of eventually exploring entire environment • Greedy approach (exploitation): act to maximize utility using current estimate • Reasonable balance: act more wacky (exploratory) when agent has little idea of environment; more greedy when the model is close to correct • Example: n-armed bandits…
RL Summary • Active area of research • Approaches from both OR and AI • There are many more sophisticated algorithms that we have not discussed • Applicable to game-playing, robot controllers, others